Character shapes are getting to a more final state already. Also, we have started testing different versions of Armadillo's colors and clothing.
Character Concepts by Mac Matthiesen. Character Skins by Niall Coursey.
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Character shapes are getting to a more final state already. Also, we have started testing different versions of Armadillo's colors and clothing. Character Concepts by Mac Matthiesen. Character Skins by Niall Coursey.
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The basic Armadillo Mesh that we show earlier has been rigged and is ready for animation. Here's what it looks like: Rigging by Billy Kinzig.
Here are some more concepts of what our game's crystals look like. We are also showing off one of the buildings that will be on the background and some extra props. Concepts by Stephanie Barros and Kylie Cave. Model by Chris Autrey.
We have been working on a rough character mesh for Armadillo. It's a low poly base mesh that will be rigged, animated and put into the engine to test the Art Pipeline. Model by Niall Coursey
These are some sketches from the 4 characters we are currently working with along with some action poses. Concepts by Mac Matthiesen
We have been experimenting a lot with the look of the game in-engine. Here are a few iterations we've come up with:
Our game, Neon Wasteland, is set in an alien planet that has been influenced by Earth's 80's Pop Culture. We are currently working on a Desert Mining City. Here's a rough concept: Concept by Stephanie Barros And here are some props from the city: Concepts by Kylie Cave
This are some concepts for the Stellar Bee character as well as some color schemes. Concepts by Kylie Cave Our form of currency in the game is crystals. These can be acquired by mining them from nodes or by collecting the ones players drop when they die, as shown below. Also, there's an ability in the game that makes your character invulnerable for a period of time. Here's an early test.
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